Category Archives: Uncategorized

More attempts to update the UI to be more simple and clear. This is the Spectator view so no controls are displayed and the Fireball queue UI on top of the dino(Brydon) is part of the old UI that is replaced by the slicker ability bars right on top of the healthbar

* Dive
is a Technique available to monsters that are slower on land than in water. While in Dive stance, your monster’s speed is greatly increased but Stamina regeneration is halted completely until your monster surfaces again.

* Focus(no longer an Ability)
gives the user a Focused status effect. While Focused, the next ability used by your monster consumes the Focused status and the damage from this ability will be boosted by 50%.

-Fire Type

* Flame On
is a Technique available to all fire types. It gives the user a Flame On status effect which lasts for 15 seconds. While affected by this status, all fire abilities used will have their damage increased by 4. Any physical contact with the enemy monster will also apply a Burned status effect to them.

-Psychic Type

* Psych Up
is a Technique available to all Psychic types. It gives the user a Psyched Up status which lasts for 5 seconds. While Psyched Up is active, all non EX Psychic abilities that are blockable will activate 3x faster.

I’ll have to see how techniques work with the game for a while, but I like having the option to pick your own style of play. It was also a bit odd to have a few monsters have Dive rather than Recharge.

The AI don’t really know how to take advantage of their Techniques yet, so that’s something I’ll have to work on. I might need to start from scratch with the AI because it’s become way too messy as I’ve kept adapting it to new mechanics rather than creating it with all the mechanics in mind.

– Mana now behaves just like Stamina and regenerates over time. The regen rate will depend on your monster’s Mana stat.

– Recharge is still a good ability but now simply regenerates your mana faster.

– Dive now only prevents your monster from regenerating Stamina in exchange for speed while under water.

Basically the same as before

– Recharge is currently still equipped for all monsters except Dugo

This will be changing soon. The ability slot where Recharge currently sits will become customizable. Soon you will be able to select from different unique abilities that will only be usable in this slot, meaning you can only have 1 of these equipped at a time. These abilities will hopefully change the way you decide to play. This means Dugo will soon have the option to not use Dive and use Recharge instead for example.

– Stamina-Only abilities will now keep your mana regenerating and Mana-Only abilities will keep your Stamina regenerating. Hybrid abilities can now be made more impactful if needed. This should add more depth to the game and affect your decision of which abilities to equip for your monster and when to use them in battle.

– Knockdowns no longer reset resources. When a Knockdown occurs both monsters will begin regenerating their resources at their normal speed.

– Once a monster that was knocked down gets up and returns to battle position, there will be a 2 second countdown similar to the 3 second countdown at the start of the match. Once this countdown ends the battle will continue.

This countdown gives both monsters a bit more time to regen their resources and also makes it more clear when the battle is starting back up again. Managing your resources should be more important again.

– EX Abilities will not interrupt your regen as they do not require neither Stamina nor Mana.

They can be used to buy your regen more time.

– Taking non block damage will now interrupt your regen.

Abilities

– Status effects Minor Heal and Major Heal have had their healing reduced from 15 & 30 to 10 & 20

This will currently only affect Draining Bite which was over-performing

– Lighting has had it’s damage reduced from 15 to 10

– Step Kick had it’s Stamina cost increased from 30 to 36

KOTH Arena

– The losing player will no longer be automatically brought into the next battle.

– You can use SHIFT+TAB to get out of the player queue unless you are the next player in line. The UI will let you know that you are locked in for the next battle and cannot exit out.

– Players should not be able to view their own character’s camera now.

Not currently working with clients

– You can now use TAB while spectating battles and you won’t be kicked out of the menu unless you are one of the players about to battle.

Not currently working with clients

Bugs

– Fixed a bug where AI monsters were freezing in battle
– Fixed a bug where Spectators could not hear the countdown sounds when spectating battles

Mana and Stamina have gone though lots of changes since release. Here I’m trying a few more.

– Problems with Mana & Recharging

Recharging became a problem because it was the only way to regenerate mana, other than the Dive ability that only Dugo has access to. While this made it more unique, it also restricted me quite a bit. Recharge became a mandatory ability. I had recently made it so that using an ability only stops the regen of the resources it requires. This meant that using a Mana only ability no longer prevented Stamina regen. I think this is really interesting because it worked towards my goal of having a less passive way of managing your resources. But I couldn’t do the same with encouraging the use of Stamina only abilities because mana doesn’t regen passively.

– Problem with Knockdowns

Knockdowns used to benefit the monster left standing much more. They would regen their stamina but the knocked down monster wouldn’t, which resulted in knockdowns being way too powerful as well as stamina use being rewarded more since mana didn’t regen during any of this.

I wanted Knockdowns to serve as a better reset mechanic, where both monsters would be at a more even playing field. To do this I made it so knockdowns would reset the resources of both monsters back to full.

The problem ended up being that knockdowns happened quite often, which meant resources resetting all the time. As a response I decided to also nerf Mana and Stamina for all monsters so that they would still run out between knockdowns. This lead to problems where monsters didn’t really feel very different when it came to their resources and it also created problems where both monsters would be idle due to having no resources when no knockdowns were occuring.

– Changes In Dev Environment

Mana now behaves just like Stamina and regenerates over time. The regen rate will depend on your monster’s Mana stat.

Recharge is still a good ability but now simply regenerates your mana faster.

Dive now only prevents your monster from regenerating Stamina in exchange for speed while under water.

Recharge is still equipped for all monsters. This will be changing soon though. The ability slot where Recharge currently sits will become customizable. Soon you will be able to select from different unique abilities that will only be usable in this slot, meaning you can only have 1 of these equipped at a time. These abilities will hopefully change the way you decide to play. This means Dugo will soon have the option to not use Dive and use Recharge instead for example.

Stamina-Only abilities will now keep your mana regenerating and Mana-Only abilities will keep your Stamina regenerating. Hybrid abilities can now be made more impactful if needed. This should add more depth to the game and affect your decision of which abilities to equip for your monster and when to use them in battle.

Knockdowns no longer reset resources. When a Knockdown occurs both monsters will begin regenerating their resources at their normal speed. Once the downed monster gets up and returns to battle position, there will be a 2 second countdown similar to the 3 second countdown at the start of the match. Once this countdown ends the battle will begin. This countdown gives both monsters a bit more time to regen their resources and also makes it more clear when the battle is starting back up again. Managing your resources should be more important again.

EX Abilities will not interrupt your regen as they do not require neither Stamina nor Mana. They can be used to buy your regen more time.

Taking non block damage will now interrupt your regen.

These changes are being tested now and could easily change, but so far I’ve seen good results from this.

– Added logic to KOTH Arena to handle Draws. Was glitching the game mode out. Both Trainers will earn 100 bits and should rematch.

– The win reward has been brought down from 300 bits to 200. The losing reward has been brought down from 100 bits to 50 bits.

Abilities

– Charging abilities that require being a certain distance from the enemy in order to use will now check the distance once again after the initial charge up time is completed. If at this point the enemy monster is too close the ability will be interrupted.

This was done to prevent charging attacks like Charge and Tackle from executing from short distance which made them odd to deal with at times.

– Fixed another bug that resulted in melee abilities activating before actually being in range, resulting in your monster doing no damage and looking pretty silly.

AI

– Added logic for enemy AI to better handle queuing up abilities. This should result in an increase in difficulty.

Misc

– The Arena now has a black and white floor paint. This floor paint was designed to have customizable colors in-game. The idea is to eventually give players the ability to customize their own arenas and this is the first step towards that.